RedM Natives

_PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT

Plays a conditional locomotion animation with a prop item (commonly used for carry/attach interactions like crates).

Hash0xCE7A6C1D5CDE1F9D
Runtime namePropitemPlayConditionalAnimWithObject
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_PLAY_CONDITIONAL_ANIM_WITH_PROPITEM

Signature

void _PROPITEM_PLAY_CONDITIONAL_ANIM_WITH_OBJECT(Ped ped, Entity targetEntity, const char* propItemId, const char* conditionalAnimName);

Parameters

NameTypeDescription
pedPed—
targetEntityEntity—
propItemIdconst char*—
conditionalAnimNameconst char*—

Returns void

Description

alloc8or RDR3 NativeDB

Plays a conditional locomotion animation with a prop item (commonly used for carry/attach interactions like crates).

Notes:
- propItemId is a ConditionalAnims.propitem identifier (e.g. "P_CS_CRATETNT01X_PH_R_HAND").
- conditionalAnimName is the conditional locomotion anim name/key (e.g. "LOCO_ATTACH_CRATE_TNT").
- targetEntity is the linked/context entity (often the object being manipulated).
- This primarily drives the conditional anim + propitem state; scripts often still attach/detach the physical entity manually.
- Pair with _REMOVE_CONDITIONAL_ANIM_PROPITEM to stop/clear the state.
- Example video: https://imgur.com/a/1H3xmbv

VORPCORE RDR3natives

Plays a conditional locomotion animation with an attached prop item,commonly used for LOCO attachment interactions (e.g., attaching/carrying a crate) ex conditionalAnimName: LOCO_ATTACH_CRATE_TNT

Usage

Lua
PropitemPlayConditionalAnimWithObject(ped, targetEntity, propItemId, conditionalAnimName)

-- always works, by hash
Citizen.InvokeNative(0xCE7A6C1D5CDE1F9D, ped, targetEntity, propItemId, conditionalAnimName)
JavaScript and C#
JavaScript
PropitemPlayConditionalAnimWithObject(ped, targetEntity, propItemId, conditionalAnimName);

// by hash
Citizen.invokeNative('0xCE7A6C1D5CDE1F9D', ped, targetEntity, propItemId, conditionalAnimName);
C#
Function.Call((Hash)0xCE7A6C1D5CDE1F9D, ped, targetEntity, propItemId, conditionalAnimName);
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.